Simulating Reality

…one additive intermediary at a time.

What if reality is a simulation? Every generation asks it again with whatever machinery it has. George Hotz asked it at SXSW the way an engineer would: “Can we get out? Meet God? Kill him?” (via Roman Yampolskiy, “How to Hack the Simulation?”) The question has pulled at me for years, and the only honest response I have is to try to build one. Nobody funds that outright. So I build intermediaries that are useful on their own terms, and each one points more energy at the question than I have alone.

The work starts in autonomous driving. Simulated worlds there look photoreal, but the people in them are boxes on rails: no gesture, no hesitation, no intent. A car has to read people to be safe, which makes believable humans a real and funded problem, and that gives me room to study humans properly. I start below language, with movement: how a body walks, hesitates, reacts. Each chapter below leaves something useful behind and adds a layer to the same simulated person: reaction, perception, identity, and one day a mind…

§1 Walk-the-Talk · IEEE IV 2024 · bibtex

Learning Motion as Language

Mohan Ramesh · Fabian B. Flohr

Generating human motion from natural language: a model over a continuous motion space, trained on real captured behaviour.

Dataset · recorded first-hand, with real participants 488 street-crossing sequences 15 participants 8 long-tail behaviours
01 · Walk-the-Talk

Scripted pedestrians cover only the nominal cases: nobody stumbles drunk, nobody recoils from a near miss. We recorded those behaviours in motion capture with real participants and trained a language-to-motion model on them. Retargeted into CARLA, a written phrase becomes the long-tail traffic data autonomous driving needs.

Four CARLA-rendered pedestrians performing generated long-tail behaviours: a street crossing, gesturing at a car, a near-crash recoil, and dropping then picking something up.
Figure 1 · generated long-tail behaviours, retargeted into CARLA. IEEE IV 2024
02 · beyond the recorded vocabulary

The paper model draws from a fixed vocabulary of recorded behaviours. The live engine goes further: diffusion denoises a continuous motion space, steered by your words, so it responds even to prompts it was never trained on. Try it:

Livespeak, and it moves engine: connecting…

Your voice is transcribed by Whisper on the same GPU; only text enters the engine.

a figure performs your phrase here
§2 HABIT · WACV 2026 · arXiv · code · bibtex

Reality in Simulation

Mohan Ramesh · Mark Azer · Fabian B. Flohr

State-of-the-art driving agents are trained and ranked on public leaderboards where every pedestrian follows a script. HABIT replays 4,730 real human motions into the simulator, and the same agents begin to hit people, at rates up to 7.43 collisions per kilometre. Below: how one real crossing is carried into the simulated world, then the numbers.

Figure 2one crossing, two worlds
source · Ono Kosuki / Pexels
retarget · HABIT / CARLA

The retargeting is deterministic, so the two bodies move in step. Only the motion is transferred, not the appearance.

7.43 collisions / km on real motion
by an agent that scores ∼0 on the leaderboard

The agents are unchanged. The only difference is that the pedestrians now move like real people. Full tables and metrics are in the paper.

§3 · Echoes

Step into frame.

No suit, no markers: a camera lifts you into the model, live.

idle
§4 The frontier

What is happening next.

This section changes as the work does. These are the threads open right now.

01 · reaction

A person responds to the world.

Pedestrians signal intent through the whole body long before they step off a curb: a head turn, a raised hand, a lean. Simulators discard all of it. This system generates the response itself: full-body motion conditioned on the car’s trajectory, recovered through SLAM and multimodal sensing in real driving logs, and learned from real interactions in nuScenes, the Waymo Open Dataset, and our own autonomous car, AVA.

an example of vehicle-conditioned pedestrian motion · hood-cam left, the same nine seconds from above right
High-level pipeline: the ego vehicle trajectory is encoded and conditions each denoising step of a latent diffusion denoiser; a motion decoder emits the full-body 3D pedestrian motion sequence, drawn as walking figures.
the approach · the car’s trajectory, encoded, conditions each denoising step of the same latent motion engine from §1 · full architecture in the paper

in submission · with Erik Schuetz

02 · perception

Then, eyes of its own.

An early prototype already walks. A camera bolted to the head is the eye. A detector reads the street from that eye, a depth pass tells it how far things are, and the result becomes its own decision to cross: control on the walker, no script, no replay.

A camera rig mounted at the head of a CARLA pedestrian in the engine editor.the eye · head-mounted camera
The pedestrian's own view: a detector has found the crosswalk, confidence 0.81.what it sees · crosswalk, 0.81
The same view as a depth image, darker is closer.how far · metric depth
its own senses · camera, detection and depth from head height · prototype in CARLA
The agent walks the sidewalk toward the corner, its own eye and depth view inset.
The agent turns to face the zebra crossing.
The agent steps onto the crossing.
The agent reaches the far curb.
one autonomous crossing · four moments, its own view inset

zₜ₊₁ = f(zₜ, iₜ)   ·   xₜ = g(zₜ, iₜ, eₜ)

z intent (latent) · i interaction: distance, closing speed, time-to-contact · e viewpoint · x the observed motion

The reaction depends on interaction variables, not on the car as an object. Moving the camera changes only x; the decision z is unaffected. Modelling the decision separately is what lets the same person transfer across scenes and viewpoints.

The missing half is a mind that carries memory. Interactive Simulacra of Human Behavior (Park et al., 2023) put 25 language agents with memory, reflection and planning in a toy town, and they organised a party no one scripted. Those agents had no bodies; the walkers above have bodies and no minds yet. The plan is to combine the two inside CARLA: the memory, reflection and planning stack driving the embodied pedestrians above.

research in progress · working prototype in CARLA

03 · identity

A body described in words.

one photo, measured

Once it moves, sees and acts, it needs to be someone. One camera recovers a body; then it is reshaped by its own local dials: shoulder width, waist, hip, thigh girth, leg length, each a real tape-measure dimension, not an anonymous shape number, with height, mass and BMI re-measured live as it changes. This is also why the shape space moved from SMPL to ANNY: SMPL’s shape components are statistical directions with no names, while ANNY’s parameters are the measurements themselves. That one measurable body is what everything downstream reads: what fits you (try-on), how you’re changing (body composition), how you move (rehab & range of motion), and who you are online (a rigged avatar).

venture direction, in progress

04 · synthesis

One person, eventually.

Shape and pose are the surface. A real body obeys forces: bones scaled to the person, mass in the right places, ground pushing back at every step. Tools like AddBiomechanics and Nimble Physics already turn raw motion capture into physically consistent, person-scaled skeletons; that layer belongs under everything above. Beyond it, the modelling gets more biological: muscle activations instead of joint torques, reflexes instead of replayed motion, memory instead of state variables.

a real body running · the centre of mass, and the ground pushing back at each footfall · in flight, nothing pushes

Everything above runs while you read this. Each section is a working layer of the same simulated person: a body that moves, motion that holds up against reality, a mirror anyone can step into, reaction and perception taking shape. What is still missing is the mind, and the question at the top of this page is the reason to keep building.

to be continued · next: muscle models over torque, memory over state, first experiments toward a mind · this page updates as they land

Papers

HABIT: Human Action Benchmark for Interactive Traffic in CARLA

WACV 2026 · Ramesh, Azer, Flohr · CVF open access · arXiv:2511.19109 ·

@misc{ramesh2025habit, title = {{HABIT}: Human Action Benchmark for Interactive Traffic in {CARLA}}, author = {Ramesh, Mohan and Azer, Mark and Flohr, Fabian B.}, year = {2025}, eprint = {2511.19109}, archivePrefix = {arXiv}, primaryClass = {cs.CV}, note = {Accepted to WACV 2026} }

Walk-the-Talk: LLM driven pedestrian motion generation

IEEE IV 2024 · Ramesh, Flohr · doi:10.1109/IV55156.2024.10588860 ·

@inproceedings{ramesh2024walkthetalk, title = {Walk-the-Talk: {LLM} driven pedestrian motion generation}, author = {Ramesh, Mohan and Flohr, Fabian B.}, booktitle = {2024 IEEE Intelligent Vehicles Symposium (IV)}, year = {2024}, address = {Jeju Island, Korea}, pages = {3057--3062}, doi = {10.1109/IV55156.2024.10588860}, publisher = {IEEE} }
References

R. V. Yampolskiy, “How to Hack the Simulation?”

J. S. Park et al., “Generative Agents: Interactive Simulacra of Human Behavior,” 2023

ANNY · a semantic human body model, NAVER Labs (Apache-2.0)

George Hotz · geohot.com

type: Newsreader & IBM Plex Mono · rig: Y Bot (Adobe Mixamo) · shape model: ANNY (NAVER, Apache-2.0) · video codec: ASCILINE · the live pieces run on the author’s own GPU · hand-built, no framework · rev d3 · 2026-07-03